/Engine/Plugins/Runtime/NetworkPredictionExtras/Source/NetworkPredictionExtras/Public/FlyingMovementComponent.h
BeginOverlap has to be bound to a ufunction, so we have no choice but to bind here and forward into simulation code. Not ideal.
virtual void OnBeginOverlap ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * OverlappedComp, [AActor](API\Runtime\Engine\GameFramework\AActor) * Other, [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * OtherComp, int32 OtherBodyIndex, bool bFromSweep, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & SweepResult )